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SafariChess/SafariChess_backend.py

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import socket
import this
import requests
import sys
import json
from threading import Thread
from queue import Queue
#multithreading?
class Move:
def __init__(self,start_loc,end_loc,board):
self.start_row = start_loc[0]
self.start_col = start_loc[1]
self.end_row = end_loc[0]
self.end_col = end_loc[1]
self.nxt_piece = board[self.end_row][self.end_col]
self.cur_piece = board[self.start_row][self.start_col]
self.attack = self.nxt_piece != '00'
self.moveID = self.start_row + self.start_col*10 + self.end_row *100 +self.end_col * 1000 #Hash
def __eq__(self, __o: object) -> bool:
if isinstance(__o, Move):
return self.moveID == __o.moveID
return False
def startNewThread(target):
thread = Thread(target=target)
thread.daemon = True
thread.start()
# class Network:
# def __init__(self,isNet=False): #注意:这里是否在传引用?
# self.client = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
# self.server = "127.0.0.1"
# self.port = 50005
# self.addr = (self.server, self.port)
# self.msg = self.connect()
# #self.game_state = game_state #考虑将game_state接入Network以方便修改
# global msg_from_serv
# thread = Thread(target = self.receive())#开线程始终监听
# thread.setDaemon(True)
# thread.start() #专用数据接收线程
# def getPos(self):
# return self.pos
# def connect(self):
# try:
# self.client.connect(self.addr)
# #return self.client.recv(2048).decode()
# except:
# pass
# def send(self, msg):
# try:
# packet = json.dumps(msg)
# if (sys.version[:1] == '3'):
# packet = packet.encode('utf-8')
# self.client.send(packet)
# print("send complete")
# return self.client.recv(2048).encode()
# except socket.error as e:
# print(e)
# return e
# def post(self, data): #using requests lib, data is json
# headers = {'Content-Type': 'application/json'}
# response = requests.post(url='http://localhost',data=data)
# return response
# def receive(self): #写成持续监听模式
# try:
# while True:
# recvMsg = self.client.recv(2048).decode('utf-8')
# if len(recvMsg) != 0:
# msg_from_serv = json.loads(recvMsg)
# self.dataDealer(msg_from_serv)
# except socket.error as e:
# print(e)
# return e
# def dataDealer(self, msg_json): #根据相关数据对棋盘状态进行更新
# if 'status' in msg_json.keys():
# #处理相关特殊情况
# if msg_json['status'] == '1':
# print('Waiting 4 the other player...')
# elif 'src' and 'dst' in msg_json.keys(): #侦测到移动
# theMove = Move([msg_json['src']['x'],msg_json['src']['y']],[msg_json['dst']['x'],msg_json['dst']['y']],self.game_state.board)
# self.game_state.makeMove(theMove,toUpload = False)
# self.game_state.exchange()
# def dataReceiver(self):
# try:
# while True:
# msg = self.client.recv(2048).decode('utf-8')
# if len(msg) != 0: self.dataDealer(json.loads(msg))
# except socket.error as e:
# print(e)
# return e
# def tell_move(self, move: Move):
# thisMove = {
# 'type': 1,
# 'msg':{
# "game_id": self.game_id,
# "side": int(self.red_to_move),
# "chessman": move.cur_piece,
# "src": {
# "x": move.start_row,
# "y": move.start_col
# },
# "dst": {
# "x": move.end_row,
# "y": move.end_col
# }
# }
# }
# self.client.send(thisMove)
# def login(self,myName):
# myPlayerData = {
# 'type': 0, # game state type ?
# 'msg': {
# 'name': myName
# }
# }
# self.client.send(myPlayerData)
class GameState:
def __init__(self):
'''
有关信息:
1. 棋盘尺寸为7*9横向
2. 按照以下命名格式对棋盘中的棋子进行标注:
(b|r)(1|2|3|4|5|6|7)
3. 左方为蓝方对应的网络服务器中的side项目编号为0
右方为红方对应的网络服务器中的side项目编号为1
4. 网络版需要额外的类变量type, game_id, side, chessman(piece), src, dst
'''
self.board = [
['00','00','b7','00','00','00','r1','00','00'],
['00','b2','00','00','00','00','00','r3','00'],
['00','00','b4','00','00','00','r5','00','00'],
['00','00','b6','00','00','00','r6','00','00'],
['00','00','b5','00','00','00','r4','00','00'],
['00','b3','00','00','00','00','00','r2','00'],
['00','00','b1','00','00','00','r7','00','00'],
]
#用数字1-7代替棋子的强弱关系
self.moveFunctions = {
"1": self.getMseMoves,
"2": self.getEagMoves,
"3": self.getFoxMoves,
"4": self.getStdMoves,
"5": self.getStdMoves,
"6": self.getLionMoves,
"7": self.getStdMoves,
}
self.blue_trap_loc=[(2,0),(3,1),(4,0)]
self.red_trap_loc=[(3,7),(2,8),(4,8)]
self.blue_home=(3,0)
self.red_home=(3,8)
self.blue_pieces=[7,6,5,4,3,2,1]
self.red_pieces=[7,6,5,4,3,2,1]
#红方(右)先行
self.red_to_move=True
self.conquered=False
self.win_person=''
self.MASSACRE=False
self.isStarted = False
def color(self):
return 'r' if self.red_to_move else 'b'
def exchange(self):
self.red_to_move = not self.red_to_move
# 判断特殊位置
def inHome(self,row,col,color):
if color=="b":
if (row,col)==self.blue_home:
return True
else:
if (row,col)==self.red_home:
return True
return False
def inWater(self,row,col):
if row in [1,2,4,5]:
if col in [3,4,5]:
return True
return False
def inTrap(self,row,col,color): #是否在color方的陷阱中
if color=="b":
if (row,col) in self.blue_trap_loc:
return True
else:
if (row,col) in self.red_trap_loc:
return True
return False
def Eliminate(self,row,col,nxt_row,nxt_col):#下一步可吃对手的棋
next_blank = self.board[nxt_row][nxt_col] == '00'
attack = self.board[nxt_row][nxt_col][0] != self.board[row][col][0] and (eval(self.board[row][col][1]) >= eval(self.board[nxt_row][nxt_col][1]) and not (eval(self.board[row][col][1]) == 7 and eval(self.board[nxt_row][nxt_col][1]) == 1 ) or eval(self.board[row][col][1])==1 and eval(self.board[nxt_row][nxt_col][1])==7)
other_in_trap = self.board[row][col][0] != self.board[nxt_row][nxt_col][0] and (self.board[nxt_row][nxt_col][0] == 'r' and self.inTrap(nxt_row,nxt_col,'b') or self.board[nxt_row][nxt_col][0] == 'b' and self.inTrap(nxt_row,nxt_col,'r'))
return next_blank or attack or other_in_trap
# 定义移动方式
#----------------------------------
# 以下为移动方式的相关规定:
# 1.下一步的可行位置以二维数组的格式进行记录。
# 2.getValidMoves返回值为下一步可行位置构成的集合。
#----------------------------------
def getAllMoves(self): #全部合法移动的集合
moves=[]
for row in range(len(self.board)):
for col in range(len(self.board[row])):
player = self.board[row][col][0]
if (player == 'r' and self.red_to_move or player == 'b' and not self.red_to_move):
#print('what color is the valid move? ',player)
self.moveFunctions[self.board[row][col][1]](row,col,moves)
return moves
def getStdMoves(self,row,col,moves):#输入当前的位置将可行路径输出给moves
directions = [(1,0),(0,1),(-1,0),(0,-1)]
enemy_color = 'b' if self.red_to_move else 'r'
for direction in directions:
new_row = row + direction[0]*1
new_col = col + direction[1]*1
if 0<=new_row<=6 and 0<=new_col<=8 :
nxt_piece = self.board[new_row][new_col]
if nxt_piece == '00' and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color()):#如果下一个位置是空的,则可以移动
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color()) and self.Eliminate(row,col,new_row,new_col):#如果是敌方棋子,且不在水里,且可以消除,则添加到可行路径中
moves.append(Move((row,col),(new_row,new_col),self.board))
return moves
def getMseMoves(self,row,col,moves):
directions = [(1,0),(0,1),(-1,0),(0,-1)]
enemy_color = 'b' if self.red_to_move else 'r'
for direction in directions:
new_row = row + direction[0]*1
new_col = col + direction[1]*1
if 0<=new_row<=6 and 0<=new_col<=8 :
nxt_piece = self.board[new_row][new_col]
if self.inHome(new_row,new_col,self.color()): continue
if nxt_piece == '00':
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and self.Eliminate(row,col,new_row,new_col) and not self.inWater(row,col):
moves.append(Move((row,col),(new_row,new_col),self.board))
return moves
def getEagMoves(self,row,col,moves):
#可能存在一些问题,主要是移动方式的判断以及在陷阱的判断
enemy_color = 'b' if self.red_to_move else 'r'
new_row = row
new_col = col
#U&D direction
while new_row >= 0:
nxt_piece = self.board[new_row][col]
if nxt_piece == '00' and not self.inTrap(new_row,col,enemy_color) and not self.inTrap(new_row,col,'r' if enemy_color == 'b' else 'b'):
if not self.inHome(new_row,col,self.color()) and not self.inWater(new_row,col): moves.append(Move((row,col),(new_row,col),self.board))
else:
if self.Eliminate(row,col,new_row,col): moves.append(Move((row,col),(new_row,col),self.board))
if new_row != row: break
new_row -= 1
new_row = row
while new_row <= 6:
nxt_piece = self.board[new_row][col]
if nxt_piece == '00' and not self.inTrap(new_row,new_col,enemy_color) and not self.inTrap(new_row,col,'r' if enemy_color == 'b' else 'b'):
if not self.inHome(new_row,col,self.color()) and not self.inWater(new_row,col): moves.append(Move((row,col),(new_row,col),self.board))
else:
if self.Eliminate(row,col,new_row,col): moves.append(Move((row,col),(new_row,col),self.board))
if new_row != row: break
new_row += 1
#L&R Direction
while new_col >= 0:
nxt_piece = self.board[row][new_col]
if nxt_piece == '00' and not self.inTrap(row,new_col,enemy_color) and not self.inTrap(new_row,col,'r' if enemy_color == 'b' else 'b'):
if not self.inHome(row,new_col,self.color()) and not self.inWater(row,new_col): moves.append(Move((row,col),(row,new_col),self.board))
else:
if self.Eliminate(row,col,row,new_col): moves.append(Move((row,col),(row,new_col),self.board))
if new_col != col: break
new_col -= 1
new_col = col
while new_col <= 8:
nxt_piece = self.board[row][new_col]
if nxt_piece == '00' and not self.inTrap(row,new_col,enemy_color) and not self.inTrap(new_row,col,'r' if enemy_color == 'b' else 'b'):
if not self.inHome(row,new_col,self.color()) and not self.inWater(row,new_col): moves.append(Move((row,col),(row,new_col),self.board))
else:
if self.Eliminate(row,col,row,new_col): moves.append(Move((row,col),(row,new_col),self.board))
if new_col != col: break
new_col += 1
return moves
def getFoxMoves(self,row,col,moves):
directions = [(1,0),(0,1),(-1,0),(0,-1),(1,1),(1,-1),(-1,1),(-1,-1)]
enemy_color = 'b' if self.red_to_move else 'r'
for direction in directions:
new_row = row + direction[0]*1
new_col = col + direction[1]*1
if 0<=new_row<=6 and 0<=new_col<=8 :
nxt_piece = self.board[new_row][new_col]
if nxt_piece == '00' and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color()):#如果下一个位置是空的,则可以移动
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color()) and self.Eliminate(row,col,new_row,new_col):#如果是敌方棋子,且不在水里,且可以消除,则添加到可行路径中
moves.append(Move((row,col),(new_row,new_col),self.board))
return moves
def getLionMoves(self,row,col,moves):
directions = [(1,0),(0,1),(-1,0),(0,-1)]
enemy_color = 'b' if self.red_to_move else 'r'
for direction in directions:
new_row = row + direction[0]*1
new_col = col + direction[1]*1
if 0<=new_row<=6 and 0<=new_col<=8 :
nxt_piece = self.board[new_row][new_col]
if nxt_piece == '00' and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color()):#如果下一个位置是空的,则可以移动
moves.append(Move((row,col),(new_row,new_col),self.board))
elif nxt_piece[0]==enemy_color and not self.inWater(new_row,new_col) and not self.inHome(new_row,new_col,self.color()) and self.Eliminate(row,col,new_row,new_col):#如果是敌方棋子,且不在水里,且可以消除,则添加到可行路径中
moves.append(Move((row,col),(new_row,new_col),self.board))
jump_vert_loc=[(0,3),(0,4),(0,5),(3,3),(3,4),(3,5),(6,3),(6,4),(6,5)]
jump_hori_loc=[(1,2),(1,6),(2,2),(2,6),(4,2),(4,6),(5,2),(5,6)]
enemy_mouse = enemy_color + '1'
if (row,col) in jump_vert_loc:
if row == 0:
if self.board[1][col] != enemy_mouse and self.board[2][col] != enemy_mouse:
if self.Eliminate(row,col,3,col): moves.append(Move((row,col),(3,col),self.board))
elif row == 3:
if self.board[1][col] != enemy_mouse and self.board[2][col] != enemy_mouse:
if self.Eliminate(row,col,0,col): moves.append(Move((row,col),(0,col),self.board))
if self.board[4][col] != enemy_mouse and self.board[5][col] != enemy_mouse:
if self.Eliminate(row,col,6,col): moves.append(Move((row,col),(6,col),self.board))
elif row == 6:
if self.board[4][col] != enemy_mouse and self.board[5][col] != enemy_mouse:
if self.Eliminate(row,col,3,col): moves.append(Move((row,col),(3,col),self.board))
elif (row,col) in jump_hori_loc:
if col == 2:
lea = True
for i in range(3,6):
if self.board[row][i] == enemy_mouse: lea = False
if lea and self.Eliminate(row,col,row,6): moves.append(Move((row,col),(row,6),self.board))
elif col == 6:
lea = True
for i in range(3,6):
if self.board[row][i] == enemy_mouse: lea = False
if lea and self.Eliminate(row,col,row,2): moves.append(Move((row,col),(row,2),self.board))
return moves
# 判断是否胜利
def conquer(self):
if self.board[3][0][0] == 'r' or self.board[3][8][0] == 'b':
self.conquered = True
if self.board[3][0][0] == 'r':
self.win_person = 'r'
else: self.win_person = 'b'
elif len(self.blue_pieces) == 0:
self.conquered = True
self.win_person = 'r'
elif len(self.red_pieces) == 0:
self.conquered = True
self.win_person = 'b'
elif len(self.getAllMoves()) == 0:
self.conquered = True
self.win_person = 'r' if self.color() == 'b' else 'b'
return self.conquered
#移动操作
def makeMove(self,move):#cur是当前位置nxt是下一个位置,参数传入为元组
# makeMove假设这个move一定是合法的
# 为什么添加toUpload防止使用makeMove更新己方棋盘时把敌方棋盘错误上传导致“棋子消失”。
if self.board[move.end_row][move.end_col] != '00':
nxt_piece = self.board[move.end_row][move.end_col]
if nxt_piece[0] == 'r':
self.red_pieces.remove(int(nxt_piece[1]))
else:
self.blue_pieces.remove(int(nxt_piece[1]))
self.board[move.end_row][move.end_col] = self.board[move.start_row][move.start_col]
self.board[move.start_row][move.start_col] = '00'
self.red_to_move = not self.red_to_move
#由于使用多线程考虑让另一个线程去更新red_to_move